forked from jaildesigner-jailgames/jaildoctors_dilemma
## Summary Final cleanup phase of Room class refactoring. Optimized dependencies, fixed code quality issues, and improved maintainability. ## Changes Made ### Import Optimization Reduced includes from 16 to 12 by removing unused dependencies: - Removed STL: <algorithm>, <exception>, <fstream>, <iostream>, <sstream> - Removed project headers: audio.hpp, debug.hpp, surface_sprite.hpp, resource_helper.hpp, options.hpp - Retained only essential includes for Room's coordinator role ### Code Quality Fixes - Fixed double std::move in constructor: data_(std::move(std::move(data))) → data_(std::move(data)) - Simplified getRoom() switch statement (removed redundant breaks) - Improved code clarity and adherence to C++ best practices ### Style Consistency - Standardized comment style in collision_map.hpp (=== → ---) ## Testing ✓ Compilation successful ✓ Game execution verified (asset loading, room parsing working) ✓ Linters run: - clang-tidy: 3 style warnings (false positives on const naming) - cppcheck: Clean (no warnings) ## Metrics - room.cpp: 259 lines (down from 277 after Phase 4) - Dependencies minimized to essential coordinator responsibilities - Zero functional issues introduced ## Related Part of Room class refactoring (God Object → Coordinator pattern) - Phase 1: Entity management (EnemyManager, ItemManager) - Phase 2: Collision system (CollisionMap) - Phase 3: Tilemap rendering (TilemapRenderer) - Phase 4: File parsing (RoomLoader) - Phase 5: Final cleanup (this commit) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
121 lines
6.5 KiB
C++
121 lines
6.5 KiB
C++
#pragma once
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#include <SDL3/SDL.h>
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#include <vector> // Para vector
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#include "../../utils/utils.hpp" // Para LineHorizontal, LineDiagonal, LineVertical
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/**
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* @brief Mapa de colisiones de una habitación
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*
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* Responsabilidades:
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* - Almacenar la geometría de colisión (superficies, rampas, conveyor belts)
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* - Generar geometría a partir del tilemap
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* - Proporcionar queries de colisión para Player y otras entidades
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* - Determinar tipo de tile en posiciones específicas
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*/
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class CollisionMap {
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public:
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// Enumeración de tipos de tile (para colisiones)
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enum class Tile {
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EMPTY,
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WALL,
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PASSABLE,
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SLOPE_L,
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SLOPE_R,
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KILL,
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ANIMATED
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};
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/**
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* @brief Constructor
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* @param tile_map Vector con índices de tiles de la habitación
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* @param tile_set_width Ancho del tileset en tiles (para calcular tipo de tile)
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* @param conveyor_belt_direction Dirección de las cintas transportadoras (-1, 0, +1)
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*/
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CollisionMap(std::vector<int> tile_map, int tile_set_width, int conveyor_belt_direction);
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~CollisionMap() = default;
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// Prohibir copia y movimiento
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CollisionMap(const CollisionMap&) = delete;
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auto operator=(const CollisionMap&) -> CollisionMap& = delete;
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CollisionMap(CollisionMap&&) = delete;
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auto operator=(CollisionMap&&) -> CollisionMap& = delete;
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// --- Queries de tipo de tile ---
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auto getTile(SDL_FPoint point) const -> Tile; // Devuelve el tipo de tile en un punto (pixel)
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auto getTile(int index) const -> Tile; // Devuelve el tipo de tile en un índice del tilemap
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// --- Queries de colisión con superficies ---
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auto checkRightSurfaces(SDL_FRect& rect) -> int; // Colisión con paredes derechas (retorna X)
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auto checkLeftSurfaces(SDL_FRect& rect) -> int; // Colisión con paredes izquierdas (retorna X)
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auto checkTopSurfaces(SDL_FRect& rect) -> int; // Colisión con techos (retorna Y)
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auto checkTopSurfaces(SDL_FPoint& p) -> bool; // Colisión punto con techos
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auto checkBottomSurfaces(SDL_FRect& rect) -> int; // Colisión con suelos (retorna Y)
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// --- Queries de colisión con superficies automáticas (conveyor belts) ---
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auto checkAutoSurfaces(SDL_FRect& rect) -> int; // Colisión con conveyor belts (retorna Y)
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auto checkConveyorBelts(SDL_FPoint& p) -> bool; // Colisión punto con conveyor belts
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// --- Queries de colisión con rampas ---
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auto checkLeftSlopes(const LineVertical& line) -> int; // Colisión línea con rampas izquierdas (retorna Y)
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auto checkLeftSlopes(SDL_FPoint& p) -> bool; // Colisión punto con rampas izquierdas
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auto checkRightSlopes(const LineVertical& line) -> int; // Colisión línea con rampas derechas (retorna Y)
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auto checkRightSlopes(SDL_FPoint& p) -> bool; // Colisión punto con rampas derechas
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// --- Métodos estáticos ---
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static auto getTileSize() -> int { return TILE_SIZE; } // Tamaño del tile en pixels
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static auto getSlopeHeight(SDL_FPoint p, Tile slope) -> int; // Altura de rampa en un punto
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// --- Getters ---
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[[nodiscard]] auto getConveyorBeltDirection() const -> int { return conveyor_belt_direction_; }
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// Getters para debug visualization
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[[nodiscard]] auto getBottomFloors() const -> const std::vector<LineHorizontal>& { return bottom_floors_; }
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[[nodiscard]] auto getTopFloors() const -> const std::vector<LineHorizontal>& { return top_floors_; }
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[[nodiscard]] auto getLeftWalls() const -> const std::vector<LineVertical>& { return left_walls_; }
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[[nodiscard]] auto getRightWalls() const -> const std::vector<LineVertical>& { return right_walls_; }
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[[nodiscard]] auto getLeftSlopes() const -> const std::vector<LineDiagonal>& { return left_slopes_; }
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[[nodiscard]] auto getRightSlopes() const -> const std::vector<LineDiagonal>& { return right_slopes_; }
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[[nodiscard]] auto getConveyorBeltFloors() const -> const std::vector<LineHorizontal>& { return conveyor_belt_floors_; }
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private:
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// --- Constantes ---
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static constexpr int TILE_SIZE = 8; // Tamaño del tile en pixels
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static constexpr int MAP_WIDTH = 32; // Ancho del mapa en tiles
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static constexpr int MAP_HEIGHT = 16; // Alto del mapa en tiles
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// --- Datos de la habitación ---
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std::vector<int> tile_map_; // Índices de tiles de la habitación
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int tile_set_width_; // Ancho del tileset en tiles
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int conveyor_belt_direction_; // Dirección de conveyor belts
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// --- Geometría de colisión ---
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std::vector<LineHorizontal> bottom_floors_; // Superficies inferiores (suelos)
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std::vector<LineHorizontal> top_floors_; // Superficies superiores (techos)
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std::vector<LineVertical> left_walls_; // Paredes izquierdas
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std::vector<LineVertical> right_walls_; // Paredes derechas
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std::vector<LineDiagonal> left_slopes_; // Rampas que suben hacia la izquierda
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std::vector<LineDiagonal> right_slopes_; // Rampas que suben hacia la derecha
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std::vector<LineHorizontal> conveyor_belt_floors_; // Superficies automáticas (conveyor belts)
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// --- Métodos privados de generación de geometría ---
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void initializeSurfaces(); // Inicializa todas las superficies de colisión
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// Helpers para recopilar tiles
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auto collectBottomTiles() -> std::vector<int>; // Tiles con superficie inferior
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auto collectTopTiles() -> std::vector<int>; // Tiles con superficie superior
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auto collectAnimatedTiles() -> std::vector<int>; // Tiles animados (conveyor belts)
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// Construcción de geometría
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static void buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface);
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void setBottomSurfaces(); // Calcula superficies inferiores
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void setTopSurfaces(); // Calcula superficies superiores
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void setLeftSurfaces(); // Calcula paredes izquierdas
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void setRightSurfaces(); // Calcula paredes derechas
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void setLeftSlopes(); // Calcula rampas izquierdas
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void setRightSlopes(); // Calcula rampas derechas
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void setAutoSurfaces(); // Calcula conveyor belts
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};
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